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    by Published on November 13th, 2010 10:35

    Newly released for WIz



    A ZX-Spectrum emulator that it supports Z80 128K (Pentagon) AY/YM, Beeper, Beta Disk, Tape, Kempston Joystick/Mouse, Snapshots.
    Supported formats: sna, z80, tap, tzx, csw, trd, scl, zip.
    Created to be ported to many platforms such as Windows/Linux/Mac/Symbian/WinMobile/Dingoo/… and now for GPH Wiz / Caanoo.

    Main meaning of emulator – support Pentagon’s (russian Sinclair ZX Spectrum clone) timings to perfect emulate russian PD demos(some of it included in pack). But you are able to run ZX Spectrum games on it too. Just don’t expect timings of the original model(tearing may appear, etc…).

    http://dl.openhandhelds.org/cgi-bin/...0,0,0,0,72,511 ...
    by Published on November 13th, 2010 10:34

    News via http://emu-russia.net/en/

    Intermediate version Nintendo GameCube and Nintendo Wii emulator for Windows has been updated.

    http://www.dolphin-emu.com/ ...
    by Published on November 13th, 2010 10:34

    News via http://emu-russia.net/en/

    Intermediate version Nintendo GameCube and Nintendo Wii emulator for Windows has been updated.

    http://www.dolphin-emu.com/ ...
    by Published on November 13th, 2010 10:28

    News via http://emu-russia.net/en/

    Japanese Sony Playstation emulator has been updated. Changes:
    - MDEC: The declaration of MDEC-in&out data size was disregarded.

    http://drhell.web.fc2.com/ps1/index.html ...
    by Published on November 13th, 2010 10:22

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15869.html

    NRage Input Plugin is a netplay and input plug-in for N64 emulators.


    Quote:
    NetPlay Input Plugin
    Hello everyone. I´ve been working on an input plugin that supports netplay. I´ve attached it to this post for people that want to try it out. This is meant to be a workaround until zilmar implements netplay directly in Project64.

    Instructions:
    Unzip the dll into the Plugin folder.
    Open Project64 and select AQZ NetPlay as the input plugin.
    Go to Options, Configure Input Plugin. Select and configure an input plugin to use. My netplay plugin basically acts as a middleman, relying on a normal input plugin to read input from the keyboard/controller. Only plugins in the same directory as my plugin are listed. Also, my plugin does not work with Jabo DirectInput7 1.7, but it does work with Jabo DirectInput7 1.6 that comes with Project64 1.6. When you have selected and configured an input plugin, click OK.
    Pick a game to play. Send the save file for that game to each player you plan to play with. The save file is located in the Save folder by default. If each player does not have the same save file, the emulators will probably desync.
    Open the game. A message will appear telling you to plug in controllers for each local player. Click OK.
    The config window for the plugin you have selected will appear. Check the "Controller is plugged in" check box for each player playing at your computer. (For example, if 3 people are planning to play, 2 people can play at one computer and the 3rd person can play at another computer.) Which controllers you decide to plug in (player 1, 2, etc) does not matter. My plugin will automatically assign each player to player 1, 2, etc automatically when the game starts. Finally, if you want to be a spectator and just watch, uncheck all 4 "Controller is plugged in" check boxes. When you are done, click OK.
    The connect window will appear. Decide who will host the game. This person must leave the host box blank, pick a port number (the default, 27999, should work fine), and click Start Server. A message from a firewall may appear. Be sure to click Allow. Also, if the host is behind an NAT (home router), the host must forward the port they selected to their computer. Google how to do that if you don´t know. Every other player should enter the IP address of the host in the host box, choose the port the host chose, and click Connect. When everyone has connected, click Start Game. (Note: If anyone is using WiFi (excluding spectators), the game will probably be laggy unless they have a strong signal with low interference. You´re better off using an ethernet cable.)
    Once the game starts, go to Options, Configure Input Plugin. A window will appear. Here you can adjust the lag setting. Set the value as low a possible. If you set it too low, the game will not run at full frame rate. However, the higher you set it, the more delay between the time when you press a key on your keyboard or button on your controller and the time that information reaches the game. The optimum lag is dependent on the connection latency (ping) between the host and each of the other players.

    Notes:

    From my experience lag is fairly low and often not very noticeable. It is much better than my experience with Kaillera. Of course, the huge advantage my plugin has over Kaillera is that it works with Project64 1.7, the best N64 emulator in my opinion. You can use my plugin with other N64 emulators, too. However, in my experience, most of them, including Project64 1.6, will desync while you are playing. I have never had a desync occur while using Project64 1.7 though.

    I recommend going to Options, Settings, and unchecking "Pause emulation when windows is not active?" That way you can adjust the lag easily while the game is running. Otherwise, every time you click the window that lets you adjust the lag setting, the game will pause.

    I´m thinking about adding a chat feature in the future so you can chat with your friends while you play. For now, use a separate program like AIM, etc. Again, uncheck "Pause emulation when windows is not active?" if you don´t want the game to pause every time you click the IM window to say something to your friends.

    Let me know if you encounter any bugs with my plugin.

    Enjoy Project64 1.7 with netplay support!

    Changes:

    v0.11:
    Fixed a bug that made it impossible to run the server on Windows XP

    v0.10:
    Initial release

    http://forum.pj64-emu.com/showthread.php?t=1973 ...
    by Published on November 13th, 2010 10:20

    New from Divineo China



    A brand new replacement hard drive case for Xbox 360 Slim consoles. Only support WD hard drive for Xbox 360 Slim. Easily install ...
    by Published on November 13th, 2010 01:18

    News via http://www.xbox-scene.com/xbox1data/...kFuTpyTfMm.php

    cOz released a new version of Dash Launch, now compatible with the 12611 dashboard in which JTAG-able 360s can now reboot into with fbBuild 0.1 (freeBOOT v0.04):
    [QUOTE]
    * At time of this writing, this is ONLY compatible with "freeBOOT" 12611 read info_launch.ini for info on options and setting launch parameters.
    * This a core rewrite, major changes were done to the paths used in the ini file, the installer can update these for you if you have the old ini files accessible at the time of install. See the inlcuded sample ini files.
    * The installer is now much more robust, and can even flash the appropriate patches to your console for you, all that is required is that you have installed freeboot 12611

    Overview - what it does
    - It will launch a XeX or CON file from the path you specified in launch.ini as long as it's valid
    - Depending on the button you hold when the xbox is trying to load the NXE, it will divert to the xex/con tied to that button or return to default as defined in launch.ini
    - Depending which button is held when closing miniblade in NXE (use Y button to close, release then hold a QL button) it will quick launch a CON or XEX from your ini file
    - allows one to patch kernel/xam at bootup with a freeBOOT patch style bin file from usb or hdd (in that order) must be in root of the device and be named "kxam.patch" and be no larger than 0x4000 bytes. Again, kxam.patch binary format is the same as a compiled freeboot patch bin, but uses real virtual addresses rather than offsets - see 1.0 release for a windows patch builder
    - with the included patch set, launch.xex acts as a helper to detect when xbox1 emulator loads, allowing memory unlock patch and xbox1 emulator to function together

    What's new/fixed:
    * updated for 12611 ...
    by Published on November 13th, 2010 01:17

    News via http://www.xbox-scene.com/xbox1data/...ppHMhysXZH.php

    fbBuild 0.1 has been released, which will allow to creata a freeBOOT-style NAND image and reboot JTAG-able 360s into the new 12611/Kinect dashboard!
    [QUOTE]
    Introduction:
    Sad to hear the rumor of ikari stepping down, and even sadder to hear of the profiteers taking advantage of this... we bring you a tribute to ikari. If you paid for this, get a refund!
    fbBuild is a NAND image builder made to suit freeBoot style images, the included patches and freeboot.bin core are based on the original works done by ikari.
    It is suitable to build rebooter images for all current JTAG exploit compatible xbox 360's. As with ibuild produced images, this version only requires a single flash 16MiB in size or larger.

    What's New:
    - based on targeting kernel 2.0.12611.0
    - patches from freeBoot kernel/hv are ported to 12611
    - supports both flash tool and ibuild extracted kv/smc_config
    - supports injecting Mobile*.dat
    - previously revoked usb devices should now work
    - kinect works (apply system update for avatars and kinect) it is strongly recommended that r6t3 be removed
    - entirely new image builder (no extraction)
    - rebuilt/cleaned core can now boot xell on slot to eject dvd drives (see bin directory for alternate)
    - exploit payload simplified

    Current Limitations:
    - security files besides KV must be provided in encrypted form
    - STAY THE HELL OFF LIVE! Nuff said, we're not you're mum. ...
    by Published on November 13th, 2010 01:17

    Great news for anyone who likes tampering with their game consoles came out of a federal court today. The judge in a high-profile Xbox modding case has allowed use of the argument that altering the device in your own home fits into the long-defined Fair Use legal doctrine.

    28-year-old Anaheim, California resident Matthew Crippen found himself in hot water when prosecutors brought charges against him for charging to mod Xbox 360s.

    Lead prosecutor Allen Chiu argued that any sort of evidence or arguments citing Fair Use are irrelevant to the case, will be used to wrongly achieve a "not guilty" sentence from the jury despite the evidence, and should not be admitted. The judge didn't agree, saying, "Because fair use is a mixed question of law and fact, it is a permissible question for the jury."

    http://www.gamesradar.com/xbox360/xb...21132945404017 ...
    by Published on November 13th, 2010 01:05

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15873.html

    On the Project64 site, zilmar posted the newest changelog for the closed beta test. If you are interested in the beta test, just donate at least $20 USD to PJ64 and you are allowed to test! Btw PJ64 is a Nintendo 64 Emulator for Windows.


    Quote:
    App Project64.exe
    1.7.0.50 - ver 23

    Redesigned settings dialog to use more modern vertical pages instead of tabs

    Plugins can now be set per rom

    Added Soft Reset function (resets only game, like pushing reset button on console, default shortcut F1, old Hard Reset now defaults SHIFT+F1).

    When app loses focus in fullscreen make sure it is in window mode, should improve stability on fullscreen error messages.

    Max cheats per game raised to 50,000

    changed how settings is used globally

    new setting: allow user to edit VI Refresh rate (see http://forum.pj64-emu.com/showpost.p...7&postcount=18)

    changed internal of how settings work

    Cleaned up rom browser refresh to remove more unneeded refreshes (Windows returning files in different orders)

    re-arranged project source files (please report new errors!)

    changed how languages is used globally

    optimized writing to ini file

    added RDB editor mode and indicator (see hidden settings info)

    updated Help menu

    updates to video plugin interface for ROM settings

    These changes are cumulative since b49 (include all the alpha builds). Does not include minor fixes and regressions between alpha builds.
    Note: this build requires updated plugins for the per-rom settings and some other things to work properly, please use all our latest plugins!

    Direct3D8
    1.7.0.57 ver 5

    bugfix: megaman64 no longer crashes during boss battles

    bugfix: nba on nbc players look right again

    bugfix: full screen time display hour was wrong at times

    bugfix: raw frame buffer rendering in fullscreen wasn´t working

    bugfix: resident evil 2 videos display better

    bugfix: rom settings dialog was crashing woops

    bugfix: rom settings for resolution had incorrect defaults

    bugfix: resolution in DK64

    bugfix: ms pacman classic mode pause delay

    bugfix: yoshi´s story fire level and intro had bad texturing

    bugfix: goldeneye frigate

    tweaked LoD again hopefully less broken, still not correct tho

    deprecated badly profiled SSE optimizations

    deprecated hacks for TNT/GeForce hardware

    added turbo 3d for dark rift

    redundant microcode changes are ignored now

    raw frame buffer is now rendered in hardware to support FSAA

    DirectSound
    1.7.0.7 ver 2

    added BufferSize hidden option

    reverted buffer to around where 1.6 was

    RSP
    Issues with the RSP plugin, including Low level graphics and audio

    1.7.0.3 - ver 18

    handles individual game setting for hle audio and gfx


    http://www.pj64-emu.com/blog/ ...

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